77w ago - Muteki Corporation Founder, President and CEO Bryan Sawler announced that Dragon Fantasy Book II is out on both PS3 and PlayStation Vita platforms today.

To quote: After almost two years, four PAX showings (as well as GDC, E3, etc) it's almost bittersweet to be finally announcing this.

It was just over a year ago that we first announced this game was coming to PSN. But you can't understand why that is until you look at what really went into this game...

Looking Back

Dragon Fantasy Book II's origin is a long tale, going back almost 20 years to when myself and Adam Rippon, the game's writer and creative director were just teenagers. Knowing nothing about what it takes to make games, we looked at the JRPGs we loved at the time and wanted to make our own.

Over a dozen failures later we eventually gave up and went on with life, ending up in the game industry and working together at a number of companies. It wasn't until just a few years ago that the passing of Adam's father brought back the desire to make Dragon Fantasy (now titled Dragon Fantasy Book I).

As far as generic 8-bit style JRPGs go, we had a great response and added a ton of content until it became the game we eventually released on PSN earlier this year.

Below are the details, to quote: Since we announced Dragon Fantasy Book II back in August, we've had a very, very busy year. Our little 16-bit RPG that could has grown into quite a beefy project! Most of the game is now complete, with big chunks of the game tuned and fully playable.

We've got some big ol' bosses in there ready to stomp on people. We've beefed the engine up quite a bit from the SNES-like roots we were originally targeting, using way more layers, sprites, and rotation and scaling effects than that console was ever capable of.

We've travelled to two PAXes and a GDC, showing the game to everyone we could - and losing our voices several times in the process. And we even spent a good chunk of time and brought Dragon Fantasy Book I over to PSN as well, thanks pretty much entirely to the comments on this blog!

Most recently, we've added area-of-effect attacks to Book II. Getting attacked by a cluster of rowdy rock monsters is now no big deal when you can hit all of them at once with a well-placed spin attack!

Many magic spells have AoE effects as well, such as Freezios, which now freezes all the enemies in a straight...

98w ago - Muteki Corporation Founder, President and CEO Bryan Sawler has announced today via Sony's Blog that Dragon Fantasy Book I will be hitting PS3 and PS Vita tomorrow.

To quote: In August, we announced on PlayStation Blog that we would be releasing Dragon Fantasy Book II for PS Vita and PS3 early next year.

With the awesome response and large demand for the first game on those systems, we knew we had to make it happen. We didn't want to just push a port of what we already had, though - this was our chance to really make this game shine.

Plus, we get to take part in Sony's awesome Spring Fever promotion! Not only are we releasing the game to JRPG-loving fans out there, Sony is helping to ensure people actually find out about it! What does that mean to you? If you're a PlayStation Plus member, it means you get 20% off the game during launch week!

131w ago - Muteki Corporation President, CEO and Founder Bryan Sawler has confirmed today that classic RPG love in the form of Dragon Fantasy Book II is coming PS3 and PS Vita next year.

To quote: Building the first Dragon Fantasy was an amazing experience. And after pouring your heart and soul into a project like that, you can only think "Where do I go from here?".

After we'd really pushed the limits of 8-bit gameplay and graphics with the first game, we knew it was time to bump the game a "generation". This meant being a lot more ambitious with what we wanted to do, and bigger ambitions require bigger support.

So with the support of SCEA's Pub Fund, we're thrilled to announce Dragon Fantasy Book II is headed for PS3 and PS Vita next year on PSN!

Originally, we had planned to follow the original three chapters of 8-bit style with another three chapters in a more 16-bit style. We planned to do a slow and steady progression, chapter by chapter adding more and more features.

But as soon as we started work on the new chapters we quickly found ourselves aiming squarely at the end of that generation immediately. We didn't want to start out simple again as we had already done that. We wanted to make the best RPG...